RESEARCH PLATFORM

Academy for Theatre and Digitality

Elsinor AR

completedPlayOn!

Summary
ELSINOR AR is born: not an event, but a great novelty ready to stay with us permanently. An app downloadable from the main stores for smartphones and tablets, which allows you to enjoy an Augmented Reality experience in front of the Teatro Testori, which has been active in experimenting with art and technology for years. ___________________________________________________________ An Elsinor Centro di Produzione Teatrale production as part of the Creative Europe project PlayOn!

Introduction

At the start of this project, our central question from a content perspective was: what is the meaning of theatre within a community? From a technical standpoint, since this was our first experience using augmented reality (AR), our key question was: how can AR technology support us in engaging with our audience while addressing the broader question of theatre’s role in the community?

The focus of the project was augmented reality (AR), inspired by the innovative example of the Honolulu Theatre for Youth. They used AR to give voice to important monuments, highlighting the cultural and historical heritage of native Hawaiian traditions. This approach demonstrated how AR can connect audiences with meaningful stories outside traditional theatre spaces.

We saw AR as a compelling tool to bring theatre beyond its traditional confines and to make our theatre’s content accessible in a new way—outside the theatre building and on demand. This exploration aimed to expand the reach of theatre, creating opportunities for engagement that are more flexible and open to diverse audiences.

Creative Process

How did the collaborators work together on this project?

The collaboration primarily took place remotely. The work required constant communication among the various collaborators and an ongoing process of testing that actively involved members of the theatre’s local community. This continuous feedback loop ensured that the app was both functional and meaningful to its intended audience.

What forms of trial-and-error occurred?

The main focus of testing was user usability. How could someone unfamiliar with the app intuitively understand what to do, where to look, and how to engage with the experience? It was crucial to gather feedback from actual user experiences, study different approaches, and consider the environmental conditions in which the app would be used. This iterative process allowed us to refine the user interface and experience.

Did you use existing software and/or applications?

Yes, Unity

What were the key milestones in the development of the production?

The project’s key milestones included identifying the content, designing a structure that could accommodate the content while aligning with the chosen AR technology, and conducting thorough testing to ensure the app’s usability and effectiveness.

Reflections

The final outcome was the creation of an augmented reality app that extends the theatre experience beyond the physical space, making it accessible "on demand" and in outdoor settings. Initially, the project was driven by questions about how AR technology could support theatre's role in the community. While we expected the app to offer a new way to engage with audiences, the outcome exceeded expectations by fostering a stronger connection with the local community through the testing processand by demonstrating how AR could amplify theatre's reach and accessibility.


In what ways was the production a success?

The production was successful in multiple ways. It innovatively blended theatrical content with AR technology, creating a bridge between traditional theatre and digital experiences. It reached a broader and more diverse audience by making theatre accessible in non-traditional spaces and formats. The app proved to be user-friendly, thanks to the extensive trial-and-error process, and successfully engaged community members who participated in testing and provided feedback. It strengthened our theatre’s connection to its community and sparked conversations about how digital tools can support cultural engagement. 


What elements of the final production would you change?

Rather than changing elements of the final production, we would like to expandits scope. For example, we envision creating a similar AR experience tailored specifically for younger audiences, offering a version of the content designed to engage children. Additionally, we would love to periodically update and vary the content over time to amplify the sense of event, enrich the overall experience, and encourage audiences to return and engage with it multiple times. The structure we have developed is fully capable of supporting such future enhancements, making it adaptable for new iterations and additions.


What advice would you give to artists taking a similar approach?

Involve your community early on: Engaging your intended audience duringthe testing phase is crucial to ensureusability and relevance.

Prioritize accessibility: Make the app intuitive for users unfamiliar with AR, and design experiences that can adapt to various environmental conditions.

Collaborate consistently: Maintain open and constant communication among collaborators to navigate challenges and align on goals.

Be flexible and embrace iteration: AR projects require experimentation. Use feedback to refine both technical aspects and user experience.

Focus on storytelling: Keep the content meaningful and closely tied to the mission of your organization, ensuring that the technology supports rather than overshadows the message.


Similar Projects